This topic contains 15 replies, has 0 voices, and was last updated by  imported_gcamp 10 years, 10 months ago.

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  • #5212

    Thrax
    Participant

    In-game and web-admin panels allow a player to be “flagged”.
    This command is not available from the actual server-window hosting
    the games, only mute and ban.

    Several times i’ve noticed an offending player and wanted them
    marked for later mute or ban, but only if that player is currently
    online can we change his state.

    Perhaps more ability could be added in that respect. Currently we can
    view the ban list, but not manipulate it without directly opening the
    bans xml file.

    Similar to selecting on the active players area, could we also select
    entry’s in the ban-list viewer to add/remove/change.

    #38392

    cbx550f
    Participant

    Good idea – I’ll take a look at this tonight.

    cbx

    #38393

    imported_gcamp
    Participant

    Note: In v41 the server window does not exist any more 😯

    #38394

    Thrax
    Participant

    @gcamp wrote:

    Note: In v41 the server window does not exist any more 😯

    Crap!!… it’s good that i was kept informed before hosted too many
    servers.
    Without an visual log window on my screen for each server, how
    will we be able to over-see them locally?
    -Connect a secondary time and open up 8 web-admin pages?
    -Launch 8 games, connect as admin and stay spectator in 8
    tiled game-client windows?
    -open the log-file’s in 8 windows note-pads, reloading them every
    10 seconds?(sounds line a lot of work)

    #38395

    imported_gcamp
    Participant

    You can connect to the web admin port when you want to admin them. Leaving 8 browsers always connected is not required.

    You can do everything through the web admin that you could through the server gui. The downside is that it doesn’t update in real-time, the upside is that you (and others) can admin from anywhere.

    #38396

    Thrax
    Participant

    @gcamp wrote:

    You can connect to the web admin port when you want
    to admin them. Leaving 8 browsers always connected is not required.

    You can do everything through the web admin that you could through the
    server gui. The downside is that it doesn’t update in real-time, the upside
    is that you (and others) can admin from anywhere.

    Then i guess that leaves me with 2-3 options to keep the active log window..

    open 8 web-browsers with the the log pages set to auto-refresh every second.

    Start 8 Game-clients and remain as spectator.

    write our own remote-admin client that shows an active log.

    or close 8 servers.

    #38397

    Brain Damage
    Participant

    Added: Console server now sends server logging to stdout

    open a console prompt, start the server using the command line, the log will be displayed in the console.

    #38398

    Thrax
    Participant

    Added: Console server now sends server logging to stdout

    So let me get this straight.
    To do exactly what i’m already doing with these v40.1d servers,

    i’ll have to load;
    8 v41 servers,
    + 8 dos-window logs,
    + 8 web-browser admin panels.

    Somehow, i don’t find this reducing the ammount of total resource usage.

    Not including the default or Apoc, there’s 17 public mods, and 2 non-public so far.

    #38399

    imported_gcamp
    Participant

    As BS says all of the output will go to the console if you want.
    If you don’t want the console, everything is still logged to file in the logs directory.

    However, why do you need to see the output scroll by, what difference does it make if it is real-time or not?

    #38400

    Thrax
    Participant

    @gcamp wrote:

    As BS says all of the output will go to the console if you
    want. If you don’t want the console, everything is still logged to file in the
    logs directory.

    However, why do you need to see the output scroll by, what difference
    does it make if it is real-time or not?

    I keep the servers on my screen as I work, monitoring players behavior
    as it happens, so that i don’t have to find out 4 hours later that
    someone’s been intentionally spamming, Swearing and insulting, playing
    with a hacked build, or repeatedly funky-bombing every newbie.

    I also communicate with the players, getting feedback on what they like
    and what improvements to work on. Or finding out that some weapon is
    crashing all their systems, and causing them to disconnect; instead of
    seeing a week later that the server’s always empty and just thinking it’s
    not popular.

    if I’d just loaded my servers and then ignored them, quite a few of the
    bugs you’ve fixed would have never been reported. i like to be involved
    with the development of a game instead of simply reading about it later
    when it’s to late to correct it.

    #38401

    imported_gcamp
    Participant

    Very admirable, TBH I didn’t think that this use case existed. Not to say it’s not a good use case.

    The server gui was depricated for a few reasons:-
    – most game hosts run thier servers remotely
    (so remote access is a priority)
    – it was a pain in development to have to add features to 3 places
    (server gui, admin login and web gui)
    – I was wanting to remove the reliance on wx windows
    (which may be removed altogether in the future)
    – I wanted a compilation mode that allowed the server to run on machines with no graphics hardware at all.

    I guess currently you would have to tail the logs keep informed of any issues, and log in if you saw anything wrong. If this proves a huge issue then I guess we could add a java applet to the web interface to give real-time updates.

    #38402

    Thrax
    Participant

    @gcamp wrote:

    Very admirable, TBH I didn’t think that this use case
    existed. Not to say it’s not a good use case.

    The server gui was depricated for a few reasons:-
    – most game hosts run thier servers remotely
    (so remote access is a priority)
    – it was a pain in development to have to add features to 3 places
    (server gui, admin login and web gui)
    – I was wanting to remove the reliance on wx windows
    (which may be removed altogether in the future)
    – I wanted a compilation mode that allowed the server to run on
    machines with no graphics hardware at all.

    I guess currently you would have to tail the logs keep informed of any
    issues, and log in if you saw anything wrong. If this proves a huge issue
    then I guess we could add a java applet to the web interface to give real-
    time updates.

    I do also see your and bob’s aspects. Running the permenant servers on
    remote machine’s burried in a basement, and using remote-controls to
    manage them. For that purpose, the minimalistic server-software is
    suitable.

    But also, as we can all now see, the game itself is becoming more popular
    and growing into a global icon. Thousands more people are downloading
    it, playing solo, lan, or online. These are the one’s that will likely be
    starting to host servers for thier friends (and gawd-forbid, “clans”).
    with the current v40.1 server window, it’s easy to directly manage all
    aspects of it from thier own pc, without having to load a 3rd or 4th
    program, just to change a few settings or kick an offending player.

    honestly, the game’s engine and server system have always ran
    smoothly and efficiently for me, even on the lowest hardware I had.
    It was the mods we built that were taxing it to the limit, and bogging
    down the resources. In trying to clean that up, i’ve learned many
    streamlining methods in my mod-building and had a blast building them.

    telling it to try to place a tree a million times to fit the limits that
    were set caused a lot more lag than stretching the field available and
    telling it to place only 1000 times.

    however. i’m still having trouble with showing more than a
    thousand rollers at a time smoothly.. 😀

    #38403

    Brain Damage
    Participant

    would it possible to add api calling to the server, include the “old” gui in the wx interface, make the gui to open the server & read the logs & send commands trougth the api?

    that way the server bin could remain without gui, but the old gui would still be usable

    EDIT: another solution could be for the server to open another port for menagement functions & define a protocol for communication, then the gui could connect trought tcp & send commands to the server (even remote servers)

    #38404

    cbx550f
    Participant

    Added auto-refresh to the log page of the web admin.
    It can now refresh every 15, 30, or 60 seconds.

    Also verified that you can ban/permmute etc. a flagged player.

    cbx

    #38405

    imported_gcamp
    Participant

    @Brain Damage wrote:

    would it possible to add api calling to the server, include the “old” gui in the wx interface, make the gui to open the server & read the logs & send commands trougth the api?

    that way the server bin could remain without gui, but the old gui would still be usable

    EDIT: another solution could be for the server to open another port for menagement functions & define a protocol for communication, then the gui could connect trought tcp & send commands to the server (even remote servers)

    Its not an issue of the api used for the admin functions, they could all use the HTTP protocol as the api. The issue was maintaining and writing the other admin interface/gui. Having to add/maintain new features in it, the web interface and the game admin client.

    Also it wasn’t an issue with the size and performance of the server. The server was pretty performant. However it was bolted into wx, and previously you could not run the server at all on machines that didn’t have graphics libraries on them.

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